|
Mission to a Virtual Solar System: SBIR Proposal
DigitalSpace Corporation Confidential Document 1999
SBIR Phase I Proposal
Mission to a Virtual Solar System:
a 3D Multi-user Internet Portal
Electronic ID: 24.03-9400 / 109353

Fig 1: Model of Ares crater near the Mars Pathfinder site produced in a first generation virtual world, spring 1997. Orbiter image of crater is on the right. Avatar of an online visitor can be seen in the crater model
TABLE OF CONTENTS
|
PART |
DESCRIPTION |
PAGE |
|
9.A |
Proposal Cover |
1 |
|
9.B |
Proposal Summary |
2 |
| |
Table of Contents |
3 |
|
1 |
Identification and Significance of the Innovation |
4 |
|
2 |
Phase I Technical Objectives |
7 |
|
3 |
Phase I Work Plan |
9 |
|
4 |
Related R&D |
14 |
|
5 |
Key Personnel and Bibliography of Directly Related Work |
15 |
|
6 |
Relationship with Phase II or other Future R&D |
17 |
|
7 |
Facilities |
17 |
|
8 |
Company Information |
17 |
|
9 |
Subcontracts and Consultants |
18 |
|
10 |
Commercial Applications Potential |
19 |
|
11 |
Similar Proposals and Awards |
20 |
|
12 |
Previous NASA SBIR Awards |
20 |
|
9.C |
SBIR Proposal Summary Budget |
21 |
Part 1 - Identification and Significance of the Innovation
1.1 Cyberspace as a Shared Space for Collaboration, Outreach and Learning
Both in the commercial sphere and in NASA's space exploration missions there is an increasing use of the Internet for collaboration and the support of organizational outreach and education. NASA's online resources during the Mars Pathfinder events of the summer of 1997 drew an unprecedented global interest. During that event, some of the most popular and valuable resources available were the Quicktime VR ™ and VRML panoramic views and models of the surface surrounding the lander. At the same time, higher resolution surface representations were being created for project scientists and sent through the Internet to their home institutions.
In 1999, the development of multi-user 3D spaces on the Internet is at the center of a whole new medium for collaboration, outreach and learning in networked computer systems. DigitalSpace Corporation has been at the heart of this development, producing many of the first large-scale applications (for further background, see the projects listed in section 11 or visit our web site at http://www.digitalspace.com). In 1998, DigitalSpace was invited to NASA Ames to engage in a series of presentations and seminars on shared virtual worlds to groups across several divisions. From these sessions and online it became clear that we could make a serious contribution to the NASA mission using these technologies discussions (some of these discussions are at: http://www.digitalspace.com/nasa). The SBIR program fit the criteria for establishing a formal relationship, and lead to the submission of this proposal.
1.2 The Mission Scientific Support Need
For Mars Pathfinder, the science operations were largely at mission control at JPL. This will not likely be the case in the future. Upcoming Mars missions in 2001, 2003, 2005, and beyond will need better tools to enable distributed science operations allowing the teams to participate from their home institutions. At the same time, these institutions cannot afford the expensive Virtual Reality (VR) displays and high-end systems typically set-up at mission control.

Fig 2: plate from MarsMap showing the Sojourner traverse in a VR model
of the Mars Pathfinder landing site (overhead view), From Stoker et al.
The benefit of VR approaches for scientific collaboration during Mars Pathfinder mission operations can be best illustrated through the science results produced by MarsMap. A documentary website for MarsMap can be found at: http://www.sciencemag.org/cgi/content/full/278/5344/1734. The images on this site (one is reproduced in Figure 2 above) were produced using the modeling capabilities with scientists collaborating side-by-side in front of a VR display. The interactive nature of the 3D models allowed them to save considerable time in analyzing the terrain topography, and thus more efficiently produce results and focus on the relevant science. Future missions could also utilize this capability but in a multi-user distributed fashion. Lower cost computer platforms now provide similar 3D computing power to the high-end systems used in Mars Pathfinder. In addition, software tools, protocols and design methods running on these platforms could provide highly effective shared distributed scientific mission support.
1.3 The Public Outreach and Educational Needs
ON July 10th, 1997, the "CNN Live from Mars" press conference allowed the public the first chance to see the interactive 3D model capabilities. During the live broadcast, the press collaboratively directed the team lead by Dr. Stoker on where to fly to in the 3D model. Records from that session recall the press asking: "Take us to see Flat-top?", "Where is Yogi?" and show the scientific team flying around the model (made only days earlier) to give them the perspective from these vantage points. Following this groundbreaking presentation, the next question was "when can we do this at home"? A tool to allow the distribution of surface models, data such as temperature, atmospheric composition, spacecraft status, interviews and broadcasts and other mission-related details to standard home computers at modem speeds would not only engage the press and public more deeply in the missions but provide a tremendous educational facility for use in the classroom.
1.4 The Technological Tools Currently Available
In 1999, two years after Mars Pathfinder, many new technologies exist to allow the sharing of 3D geometric models, or bitmapped cylindrical or spherical views over the Internet. However, with all of these approaches, the visitor to a site on the Internet is merely downloading a media type and browsing these resources alone. The great trend in the Internet in the late 1990s is to provide fully interactive multi-user environments, where people are connected with changing content and each other in real time. The public Internet is experiencing a boom in virtual communities typified by chat rooms, instant messaging and 2D and 3D "avatar" virtual spaces. The business Internet is seeing the growth of collaborative and conferencing tools such as real time chat including media players and whiteboards. The gaming industry has fielded some successes in large-scale multi-player systems.
1.5 The Innovation
From this great store of technologies and architectures there is emerging a capability to create uniquely powerful learning and collaborative environments where 3D data is an essential component. From the NASA perspective, as well as the general marketplace, a 3D tool that combined multi-user interaction with shared 3D scenes and behaviors at varying degrees of resolution, would be of great use in satisfying the above identified needs of the scientific and educational/public outreach missions. The tool, which we are calling a "3D multi-user Internet portal", would encapsulate the following innovations:
- An optimized, compressed streaming format to deliver both 3D scenegraph
and behavior/animation formats optimized both for the personal computer
user at home (consumer platform) and the scientist and engineer at an institution
or company (high end platform). The format would support modular definition
of geometric objects, re-use and local caching of scenes, behavior and other
media types to increase bandwidth and reduce repeat visit load times. The
cache would support its own cache limits and cleanup of less frequently
used objects. The format would be based upon database records and driven
by ODBC and other database transaction standards, thereby capitalizing on
the power, openness, management capability and economy of web-database engines,
and not inventing a proprietary server or file format.
- Multi user presence within an instance of the scene to permit the sharing
of 3D and 2D data and interaction between those present through the use
of avatars (3D embodiment of users) and video, audio and text streams. The
tool would be optimized both for small scenegraphs and a limited number
of users per scene graph to keep compute resources down and allow peer to
peer operation.
- The tool executable would have a small footprint (at approximately 500K
Bytes for the consumer platform enabling rapid access and lowering of demand
on servers during high hit periods, such as during live mission coverage.
- The tool would run as a plug-in to standard web browsers across common
consumer platforms.
- The tool would use peer to peer communications, populating instances of
the scenegraph, behaviors, data channels, and user profiles from client
to client and avoiding the use of a server for all but the minimum synchronization
and updating of content. This will permit scalable operations supporting
hundreds of thousands and perhaps millions of users exploring updated instances
of the same spaces.
- Core content servers serving as "seeds" to populate the client instances
of a scene and its users. These servers would not be based upon a proprietary
scenegraph format and protocols but instead be constructed as web-based
database processes, using a number of engines and ODBC and other standards
to send standardized records
- The tool would provide its own plug-in architecture to allow a wide range
of developers to write extensions that can bring new behavior or simulation
capabilities to the tool.
- Standards and open API's would be utilized where possible.
No commercial 3D software technology offers the unique set
of capabilities outlined above. The innovations in combination will produce
a tool that will dramatically enhance the ability of the scientist and lay
person alike to experience 3D scenes collaboratively and from several perspectives.
For its application to NASA, both current and future missions as well as historic
missions where planetary, asteroidal or cometary surfaces have or will produce
3D surface or other scene geometry can be represented through the portal.
In fact, as specific locales in the solar system are modeled through the portal
tool, an entire body of scenes and interactive content would emerge as a "virtual
solar system". We choose to term the entire concept "Mission to a Virtual
Solar System" with the portal tool as the first vehicle.

Fig 3: Apollo IX astronaut Rusty Schweickart
reenacts the first steps on the moon in
a DigitalSpace trial in the CERHAS Apollo project virtual world.
Our company, DigitalSpace Corporation (DSC) has engaged in
the creation of 3D multi-user spaces using first generation technologies for
nearly four years. Some of these spaces have had relevant NASA themes, notably
recreations of Apollo and Mars Pathfinder missions (see figures 1 and 3 above).
After presenting these spaces to a number of NASA Divisions in formal sessions
at Ames in 1998, we realized that there was both a need and an interest in
multi-user virtual worlds for both outreach and scientific uses. This experience
motivated us to prepare this Phase I proposal which we believe will create
a next generation of capability for the virtual worlds industry as well as
serving NASA needs for intelligent synthesis environments.
Part 2 - Phase I Technical Objectives
1. The Objectives and How We Plan to Meet Them
The Phase I objectives and solution paths are:
- Carrying out of a series of interviews with project scientists and managers,
engineers, educators, and end users as to what features they would like
to see in a new 3D Multi-user Internet Portal designed to satisfy both outreach
and scientific needs with "virtual solar system" content. DigitalSpace has
created or participated in the creation and testing of prototype 3D virtual
worlds representing a variety of NASA missions, notably Apollo and Mars
Pathfinder. These existing environments will be used in the interview process.
We would include our advisory members in the review (see section 5.2 below).
- Building on the feedback from the interviews, the creation of a comprehensive
study of the components needed to implement the full 3D Multi-user Internet
Portal, identifying off-the-shelf versus need-to-build technologies. Following
the component phase, we will engage in the production of an architectural
document, feasibility framework, and projection of a timeline and budget
to implement a full portal. We will then scale back from the full proposal
and specify a minimum framework to produce a portal "test bed".
- Based on insights gained from the interviews and the resulting study and
test bed specification, we will engage in the implementation of a prototype
3D Multi-user Internet Portal with basic capabilities on top of a commercial
rendering engine and operable on consumer computers at modem speeds. This
prototype will demonstrate the following:
- Streaming in geometry generated from the terrain of past and future
mission landing sites on Mars, including Viking, Mars Pathfinder (MarsMap),
portions of the recent 3D map of Mars produced by Global Surveyor's
Laser Altimeter (MOLA) instrument, Mars Polar Lander (projected),
Mars01 (projected), Mars03 (projected) and beyond.
- Modeling of the spacecraft, both mobile and stationary from several
of the above missions for inclusion inside the virtual worlds represented
within the portal.
- Creation of avatars, and an integrated text chat capability to allow
exploration of the models and interaction with other net-connected
users.
- Use the insights and experience gained from the above to submit a proposal
for Phase II support to continue the work to develop a fully specified portal
tool.
1.2 Meeting the Objectives by Utilizing Existing NASA
Capabilities
From our four-year background in developing and serving virtual worlds for
collaboration, outreach and education, we have a great deal of technology,
design approaches and experience to draw upon. There is the additional benefit
of a substantial amount of existing capabilities within NASA that can be reused
in this effort, both to provide valuable supporting material in the feasibility
study and as actual content for the prototype.
For example, we can use outputs and specifications from MarsMap and other
mission tools and data to generate 3D models for the prototype and later on
in a Phase II live mission operation. A good source of background on tools
and methods used by NASA in pathfinder and a good baseline for our efforts
may be found at: Stoker, C.R., Zbinden, E.Z., Blackmon, T.T. et. al. Analyzing
Pathfinder data using virtual reality and super-resolved imaging, Journal
of
Geophysical Research, Vol 104, No E4 pp 8889-8906, April 25, 1999).

Fig 4: Margaret Cobrit of Cornell University Theory Center
using her avatar to address an online audience inside a 3D world. Her topic
of discussion was "Building a Virtual Science Center" and included a discussion
of the Mars Pathfinder modeling work that Cornell is involved with.
Part 3 - Phase I Work Plan
In order to achieve the objectives described in Part 2 of
this Proposal, DSC has divided the project into eleven major tasks. The following
table provides our projected allocation of hours by labor category by task.
|
TASK
|
DESCRIPTION
|
PI
|
PM
|
TE
|
SE
|
CD
|
TG
|
|
1
|
Interview Phase and Processing of Interviews, creation of website reporting
features identified
|
30
|
10
|
10
|
0
|
0
|
0
|
|
2
|
Component study, creation of comparison tables
|
30
|
10
|
20
|
0
|
0
|
0
|
|
3
|
Creation of architectural document, feasibility framework and budget
projections for full Portal
|
40
|
10
|
20
|
0
|
0
|
0
|
|
4
|
Creation of subset test bed Portal specification
|
80
|
20
|
10
|
40
|
0
|
0
|
|
5
|
Selection of rendering engine, communications component, multi user
components for test bed Portal, Coding of basic API to the rendering
engine
|
10
|
30
|
10
|
10
|
0
|
0
|
|
6
|
Creation of streaming API and socket protocol to ODBC database process
for delivery to the Portal
|
10
|
20
|
10
|
40
|
0
|
0
|
|
7
|
Integration of multi user and chat capability
|
8
|
20
|
10
|
20
|
0
|
0
|
|
8
|
Development of scene geometry, conversion of real surface data,
conversion of spacecraft models and suitable avatars
|
8
|
10
|
10
|
20
|
60
|
0
|
|
9
|
Test of portal with a select evaluation group
|
40
|
40
|
0
|
10
|
20
|
30
|
|
10
|
Full integrated testing of content and Portal, Testing online with focus
group and expert reviewers
|
20
|
20
|
0
|
10
|
20
|
30
|
|
11
|
Postmortem report for Phase II consideration
|
40
|
30
|
0
|
0
|
0
|
0
|
Where:
PI = Principal
Investigator
PM = Program Manager
TE = Technical Expert
SE = Software Engineer
CD = Content Developer
TG = Test Group
The remainder of this section describes each of the major
tasks and provides a schedule for the Phase I effort.
3.1 Early Specification of the Architectural Requirements
for the 3D Multi-user Internet Portal
DSC has already developed, for this proposal, a preliminary
set of architectural requirements for the 3D Multi-user Internet Portal (3DMIP).
The specification will be formally defined in a full specification produced
in technical objective (2) of the proposal. Based upon four years of experience
in the multi-user virtual worlds medium, as well as a number of presentations
and meetings at NASA divisions, we feel that the basic requirements of any
tool of this type are as follows. This is an expansion of the innovations
listed in Part 1 of this proposal.
Peer to Peer architecture: The architecture will
be that of a distributed client system with a light weight requirement
to source content or communications through a server. Instead, clients
will synchronize directly with other operating clients to provide a small
number of co-operating clients on shared content. This type of peer to
peer serving removes the major bottleneck to providing multi-user content
to millions of users simultaneously: the server. Small groups forming
"instant" and temporary visitations to the same content, synchronized
in terms of geometry, behaviors and other media types will serve a wide
variety of needs. A couple of examples of these needs include: classroom
teams taking a virtual field trip at the Mars01 site to interact with
a project scientist online; or scientists and engineers convening to plot
likely paths for a rover while examining multiple perspectives, shadows
projected through time, and higher resolution textures and other data
relating to the locale. Each of these examples can be satisfied by peer
to peer clients synchronizing with one copy of up to date surface data
and models, and then sharing this content and all interactions between
the clients.
3D Streaming format based on databases: Another
key component of the portal is that of an optimized, compressed streaming
format to deliver both 3D scenegraph (terrains and models, including avatars)
and behavior/animation specifications. A number of streaming formats (Metastreams,
Liquid3D, X3D, 3DML and others) have been developed and could be utilized
for basic geometry. However, these formats lack coherent capabilities
for two way, interactive updating of the scenes after they are streamed.
In fact, the records describing geometric objects in any 3D streaming
format could easily be described by a standard set of database records
representing vertices, faces, splines, lighting, textures and other objects.
There is indeed no need to invent another scenegraph format. The most
powerful applications, and greatest commercial successes, on the World
Wide Web today are driven by large back end databases. High use commercial
web pages are almost entirely constructed dynamically by database processes.
In fact, terrain data from Mars and other sites would best be imported
as database records. Models created in VRML, 3DS, DXF or other formats
can be interpreted into a database for distribution. Therefore, the format
and protocols for delivery of content to the client and updating of the
scene back to its master on the server, would be a database transaction
process, utilizing standards such as ODBC, CORBA, and SQL.
Multi-resolution for multiple communities: To
serve the needs of several communities, the objects served and bandwidth
required would be multi-resolution, with one version optimized for home,
slower connection and consumer PC platforms, and another tuned for higher
end systems on broadband Internet. The portal could be switched on the
fly to lower resolution consumer platform versions of objects or higher
resolution professional platforms. The outreach and educational missions
of the portal reaching classrooms and the home might be best served by
the consumer platform. Higher resolution objects, greater telemetry from
Modular re-use and caching: the architecture would
support modular definition of geometric objects, re-use and local caching
of scenes, behavior and other media types to increase bandwidth and reduce
repeat visit load times. The cache would support its own cache limits
and cleanup of less frequently used objects.
Multi-user interaction: Multi user presence within
an instance of the scene will permit the sharing of 3D and 2D data and
interaction between those present through the use of avatars (3D embodiment
of users) and video, audio and text streams. The tool would be optimized
both for small scenegraphs and a limited number of users per scene graph
to keep compute resources down and allow peer to peer operation.
Footprint: The tool executable would have a small
footprint (at approximately 500K Bytes for the consumer platform enabling
rapid access and lowering of demand on servers during high hit periods,
such as during live mission coverage.
Plug-in capability: The tool would run as a plug-in
to standard web browsers across common consumer client platforms. On the
Windows platforms, ActiveX and plug-ins would be considered. On the MacOS,
standard plug-ins would be employed. A standalone version would have some
justification as a test platform or for CD-ROM or DVD-ROM distribution.
All sofware would be designed for web-based download and easy installation.
Plug-in extensible architecture: The tool would
provide its own plug-in architecture to allow a wide range of developers
to write extensions that can bring new behavior or simulation capabilities
to the tool.
3.2 Early Specification of likely Components
DSC already has a draft specification of a likely set of
component technologies and standards to be shortlisted for examination in
phase (2) of the technical objectives:
- Computing platforms supported: peer to peer clients (Windows, MacOS..
a target); server side: any system supporting a console application: Unix,
Linux, Windows NT, Win 9x, Mac System 10
- Rendering technologies: Renderware 3.0, Direct X, OpenGL, GLIDE, GLView,
Java3D, GEL
- Hardware acceleration: accessed via API layer, software rendering must
be supported also
- Client software platform: C++ to the native OS/API layers including Win32
and MacOS or Java 2 for cross platform features
- Plug-in strategy: ActiveX or native browser plug-ins depending on platform;
a standalone version is also a possibility
- Databases for the seed server process: Visual Foxpro, Oracle Server, Microsoft
SQL Server, ODBC libraries for all servers
- Real time and multi user protocol: RTIME or a subset of DIS or capabilities
within Java 2
- Import filters for content: VRML97, Renderware RWX, 3DS, DXF, geographic
information terrain formats like DES, avatar formats such as lifeforms,
VH-ANIM
Standards and open API's would be utilized where possible
3.3 Project Reference Website
The Project Reference Website will be a center for ongoing
progress and resources surrounding the project, from the interview phase to
the prototype test bed evaluation. The site will consist of the following
components:
- Project goals, timeline, sponsors, participants
- Team biographies and contact information
- Examples of prior systems in the multi user virtual space
- Samples of NASA mission-oriented content on first generation platforms
- Documentary results of each phase of the project, from the posting of
interviews to architectural and specification documents
- Listserver for project participants
- Access to existing DigitalSpace and other 3D virtual worlds on first generation
platforms
- Downloadable releases of test bed software and related tools and libraries
- Links to related sites in the virtual worlds industry and SBIR and other
NASA sites
3.4 Design/Implementation/Testing of a Test Bed Portal
DSC will design and implement a test bed portal based on
a minimum buildable prototype within the time allotted (approximately 3 months).
Off the shelf APIs and rendering technologies will be employed. Prior work
in designing and hosting events and NASA-oriented content in 3D virtual worlds
will provide content and experience necessary to create a minimal but effective
experience within the new prototype environment.
3.5 Business Plan
DSC's final report will include a "Business Plan" which has
a dual purpose. It provides guidelines on how DSC is to operate on a day to
day basis and is also to be used as the basis for obtaining venture capital
during Phase II. The Business Plan, at a minimum, is to contain a description
of:
• DSC organization and staff;
• DSC management policies;
• Brief product description;
• Marketing plan (tools, potential markets, methods);
• Accomplishments to date;
• Financial considerations;
• Projected cash flow.

Fig 5: George Myers of NASA Ames (NAS
Facility) shown in
his avatar in a virtual version of the NAS consultants support area
3.8 Technology Transfer
DSC has a clearly defined path to commercialization for this technology.
DSC's large existing client base in industry and academia will provide a potential
market for the portal tool. All design work on the architecture and prototype
will take into account the broader range of applications DSC has identified.
Figure 5 above shows the use of a virtual world for customer support of consultants
at NASA's Ames NAS facility. Virtual worlds for business conferencing, customer
support, training, seminars, team meetings are some of the corporate applications
that would be addressed by the prototype tool. Figure 4 shows an example of
a virtual space designed by DigitalSpace used to deliver a lecture in a university
setting. The prototype would have great significance as a platform for a shared
learning space, able to support students on "virtual fieldtrips" to visit
models of mission sites and interact with project scientists and engineers
in real time. In general, for K-12, college and university level students,
"virtual field trips", historic reenactments, exploration of mathematical
and other abstract concepts, virtual scientific co-laboratories could all
be enabled with this technology. Lastly, there is a market for these virtual
worlds supporting museums through kiosks or at-home access to 3D virtual rooms
representing art exhibitions or animated models for natural history and science
centers.
3.9 Work Schedule
This section describes the work schedule for the Phase I
effort. DSC work is to be coordinated from its corporate offices located near
Santa Cruz California. DSC design and testing teams are located at several
places around the United States and internationally. In addition, key DSC
programming resources will be employed from the San Francisco Bay Area. The
schedule assumes a start date of 1 November 1999 with a completion date of
30 April 2000. Any change in the start date causes a corresponding change
in the completion date.
PHASE
I SCHEDULE
|
|
Nov
|
Dec
|
Jan
|
Feb
|
Mar
|
Apr
|
|
Expert Interviews
|
¦
|
¦
|
|
|
|
|
|
Creation of architectural plan, specifications
|
|
¦
|
¦
|
|
|
|
|
Selection of component technologies
|
|
|
¦
|
|
|
|
|
Mid Point Project Review
|
|
|
¦
|
¦+
|
|
|
|
Prototype development
|
|
|
|
d
|
d
|
d
|
|
Content development
|
|
|
|
|
d
|
d
|
|
Test
|
|
|
|
|
t
|
t
|
|
Final Phase I Report
|
|
|
|
|
+
|
*
|
Where:
¦ = Specification and or Design and Documentation
d = Software and Content Development
t = Software Testing
+ = Status Report
* = Final Report
Part 4 - Related R&D
The DSC team and its contractors and review board consists
of the Principle investigator, Mr. Bruce Damer, who is also the Program Manager;
Mr. Stuart Gold (technical expert), Ms. Nancy Levidow (executive administration
of the project), our software engineers, our content developers, David Rasmussen,
Troy Gerth, Benjamin Britton and our test and evaluation team of Bonnie DeVarco
(UC Santa Cruz), Jim Bell (Cornell), Margaret Corbit (Cornell) and Derrick
Woodham (University of Cincinnatti). This team has already completed the following
research:
• Four years of producing content and events within 3D shared virtual
worlds on the Internet including such projects as: TheU virtual university
architecture competition (see http://www.ccon.org/theu/ ); Avatars98,
a conference inside cyberspace (see http://www.ccon.org/conf98/ ), Apollo
IX and XI reenactments (see http://www.digitalspace.com/worlds/apollo/index.html
).
• Supported industry conferences to forward the medium of virtual
worlds, including the annual Avatars conferences, Digital Biota, Vlearn,
Siggraph, CHI, CSCW and others.
• Published many papers and books on the subject of virtual worlds
(see http://www.digitalspace.com/papers )
• Reviewed systems and literature from the entire evolution of 3D
and shared spaces on the internet from 1989.
Part 5: Key Personnel and Bibliography of Directly Related
Work
5.1 Management and technical staff members
The following brief resumes are the proposed management/technical
staff members which form the DSC SBIR team for Phase I. The initial portion
of Part 3 of this proposal specifies the hours allotted for each task by our
proposed staff members.
Name: Bruce Damer
Years of Experience: 19
Position: President and CEO, DSC
Education: Bachelor of Science in Computer
Science (University of Victoria, Canada, 1984); MSEE (University
of Southern California, 1986)
SBIR Assignment: Principal Investigator and
Program Manager. Mr. Damer will be the Principal Investigator
and also manage the NASA SBIR Phase I effort. He will coordinate
all interaction between DSC and its review board and contractors,
be responsible for all staffing, technical design, reporting and
documentation. Mr. Damer will devote a minimum of 100 hours per
month of his time to the NASA SBIR project.
Experience: Mr. Damer is the world's recognized
expert on avatars and shared online graphical virtual spaces having
created much of the early literature, conferences and awareness
of the medium. Mr. Damer is a visiting scholar at the University
of Washington Human Interface Technology Lab and a member of the
staff at the San Francisco State Multimedia Studies Program. Prior
to founding DSC, Mr. Damer co-founded and was (and still is) a
director of the Contact Consortium, the world's first and largest
non profit forum for research and development of multi-user virtual
worlds hosted on the Internet (see http://www.ccon.org ). Prior
to this he was Chief Technology Officer of a highly successful
software product development company (Elixir Technologies) from
1987-1994. His responsibilities at Elixir were overseeing an advanced
document system development that used technology transferred from
Xerox Palo Alto Research Center to generate the majority of the
world's time-sensitive documents for industry and government.
See http://www.digitalspace.com/papers for a complete bibliography
of Mr. Damer's work.
Name: Stuart Gold
Years of Experience: 25
Position: Chief Architectural Officer,
DSC
Education: Royal Institute of British
Architects
SBIR Assignment: Key Technical Expert who
will evaluate the technology components and architecture for the
portal tool as well as coordinating and engaging in both the server/database
development for the prototype and the content development for
the prototype.
Experience: Mr. Gold is a pioneer of online
systems, starting with his work on transaction processing for
Prestel in the 1970s and concluding most recently with his leadership
in the design and delivery of online virtual worlds including:
TheU Virtual University Architecture Competition, International
Health Insurance Virtual Headquarters, and Avatars98 Inside Cyberspace.
Mr. Gold has also been trained as an architect and he brings this
experience to the form and function of virtual spaces that DSC
produces. See http://www.ccon.org/theu for his recent projects.
Name: Nancy Levidow
Years of Experience: 20
Position: Business Coordinator, Treasurer,
DSC
SBIR Assignment: Ms. Levidow will be coordinating
the logistical and reporting aspects of the SBIR Phase I work.
Experience: Ms. Levidow has coordinated
DSC work, conferences, finances, and key marketing and client
relationships since 1997.
5.2 Advisory Review Board
The following individuals have agreed to serve as members
of our advisory review board. They will be called upon to evaluate the content
and effectiveness of both the feasibility study and the prototype. We hope
that this independent input will enable us to write a more valuable report
at the end of Phase I and give us good direction for Phase II.
Name: James Bell
Position: Assistant Professor in the Cornell University Astronomy
Department's Center for Radiophysics and Space Research
Background: He is a member of the Science Teams of the NASA Mars Pathfinder,
Near Earth Asteroid Rendezvous (NEAR), Comet Nucleus Tour (CONTOUR), Mars
Surveyor '98, and Mars Surveyor '01 (Athena) missions.
Review Assignment: Key Scientific Expert who
will evaluate the fit of the portal tool with current and upcoming missions
for its scientific collaborative capability. See his bio at: http://astrosun.tn.cornell.edu/people/faculty/bell.htm
Name: Margaret Corbit
Position: Science writer, Cornell Theory Center
Background: She is a key promoter of shared virtual spaces as a learning
medium
Review Assignment: Key educational expert who
will evaluate the effectiveness of the portal as a publicly accessible learning
space. She will coordinate the input of the key Cornell Mars Pathfinder and
Surveyor science teams. Her bio and works are at: http://www.tc.cornell.edu/~corbitm
Name: Bonnie deVarco
Position: Educational Researcher and Technologist, UC Santa Cruz
Background: She is a key experimenter and designer of shared virtual
spaces as a learning medium, having built some of the first such environments
within a US university
Review Assignment: Key educational expert who will evaluate the effectiveness
of the portal as a K-12, college and university learning medium. Her bio and
works are at: http://gate.cruzio.com/~devarco/
Name: Derrick Woodham
Position: Professor of Fine Art, College of Design
Background: He is a pioneer in the design, aesthetics and usability
of content in 3D online virtual worlds. His students created the MOON virtual
world which presented a documentary exhibit of the Apollo program.
Review Assignment: Key expert in the evaluation of the
content and feature set of the 3D portal prototype.
Part 6: Relationship with Phase II or other Future R/R&D
DSC's final report will demonstrate to NASA our total commitment
to the development and marketing of a 3D Multi-user Internet Portal product
for use in outreach and scientific support in a "virtual solar system". DSC
perceives the Phase I work to be a complete definition of the design of the
product and a demonstration of a prototype of at least three of the major
innovations identified in Part 1 of this proposal. DSC envisions Phase II
work to encompass the building of a full commercial product with associated
production quality content, online support and technical and user documentation.
This effort is to form the basis of the 3D portal product
DSC brings to market. At the start of Phase III, DSC plans to either finance
its initial operation with venture capital, or if no venture capital is obtained,
the principals are committed to self finance the venture during Phase III.
Part 7: Facilities
DigitalSpace Corporation (DSC) is located near Santa Cruz California and
currently leases an office space in a 2 story building in Boulder Creek, California.
All DSC employees and contractors have at least one personal computer (most
have IBM PCs, Pentium class, while others have Macintoshes or both in their
office or home-based office).
Part 8: Company Information
DigitalSpace Corporation (DSC) was incorporated in the state
of California on 24 August 1995. DSC is a company organized to exploit the
multi-user virtual worlds market. DSC was founded by Mr. Bruce Damer (the
proposed Principal Investigator). DSC is located near Santa Cruz California
and currently leases an office space in a 2 story building in Boulder Creek,
California. Additional DSC employees and subcontractors have offices in San
Francisco and London England. The company is based on the following concepts:
• that the Internet and especially 3D virtual worlds,
can be effective meeting places and enable communications, learning
and team based projects. DSC uses these spaces daily in a proof of concept
that a company can base its operations on them;
• as the need for teleworking, distance learning,
virtual communities of interest and visualization grows, so will grow
the capabilities of ordinary consumer personal computers to deliver
real-time 3D multi-user experiences. It is the convergence between these
needs and the capabilities of consumer computing hardware that will
create a large industry producing and hosting virtual worlds in the
near future.
On these two premises, DSC has engaged dozens of clients
to produce both demonstration and fully functional virtual spaces since 1995.
See our web site at http://www.digitalspace.com for a portfolio of projects
and clients. We will feature a number of them here for their relevance to
the SBIR proposal:
ORGANIZATION: Datafusion Inc, San Francisco California
CONTRACT VALUE: $100,000
DESCRIPTION: Designed and developed a prototype virtual world
for Datafusion's knowledge map product, depicting problem and resolutions
graphically in navigable layered 3D spaces.
COMPANY: International Health Insurance, Copenhagen,
Denmark
CONTRACT VALUE: $50,000
DESCRIPTION: Worked closely with this financial services
client to build a virtual headquarters in 3D complete with help desk functions
delivered in five languages by automated agents. This world was also tested
with a satellite based paging system to inform help desk personnel when a
client enters the virtual world.
COMPANY: The Contact Consortium
CONTRACT VALUE: $220,000
DESCRIPTION: Coordinated the Consortium's three annual conferences
beginning in 1996. Created program, fund raising plan, financial and logistical
support, and build a new technology platform so that the Consortium's 1998
conference could be held entirely inside the Internet in 3D virtual worlds.
Part 9: Subcontracts and Consultants
DigitalSpace Corporation plans to use online users, in addition to its review
board, as its test group. Contractors will be used for some of the content
development and software engineering. The study and specifications as well
as software engineering will be done by DSC staff.
Part 10 Commercial Applications Potential
There are several classes of clients for a 3D Multi-user Internet Portal.
The first class is a specific industry which wishes to provide a general capability
for people to interact online. This field is now dominated by instant messaging.
Millions of websites have added some form of real time interaction and are
candidates for using the portal. The second class is a variety of clients
who have serious needs in distance learning, business collaboration, e-commerce
product sales and support, customer support, events, and scientific/engineering
applications.
The first class requires a simple, streaming, low bandwidth,
standards-based, small footprint plug-in to common Web browsers. In addition,
this class requires scalability to millions of simultaneous users in small
groups.
The second class requires much higher resolution content
that is tuned for faster networks, secure transactions, support for live video
and audio within the virtual environment, database back end support including
world building, tracking and logging, rich simulation and behaviors, and larger
numbers of users.
We feel that the two level resolution of the SBIR prototype
will deliver two distinct classes of product to the marketplace. Let us review
some cases of industries that would readily employ the 3D Multi-user Internet
Portal:
The Corporate Marketplace:
Virtual worlds delivered through this tool could serve the
needs of business in the following areas: conferencing, customer support,
training, seminars, team meetings and online tradeshows.
K-12, Colleges and Universities:
As described above, we will be designing the portal tool
to able to support students on "virtual fieldtrips" to visit models of mission
sites and interact with project scientists and engineers in real time. In
general, for K-12, college and university level students, "virtual field trips",
historic reenactments, exploration of mathematical and other abstract concepts,
virtual scientific co-laboratories could all be enabled with this technology.
Museums and Science Centers:
There is a market for these virtual worlds supporting museums
through kiosks or at-home access to 3D virtual rooms representing art exhibitions
or animated models for natural history and science centers.
Other--DSC plans to identify numerous lucrative vertical
markets.
DSC plans to make use of its business plan developed as part
of Phase I to obtain venture capital. The principals of DSC have already met
with several venture capitalists who are enthused about our project and we
expect they will support our venture once we can demonstrate some of the capabilities
of our prototype. In addition, DSC's principal stockholders (all current employees
are stockholders) are committed to self financing DSC if no venture capital
is obtained.
Part 11: Similar Proposals and Awards
DigitalSpace Corporation has no current active proposals
submitted to Government agencies. We also do not plan to submit proposals
for related work during 1999 if awarded a contract by NASA. DSC has not received
any Government award for work related to the virtual world system it is currently
developing.
Part 12: Previous NASA SBIR Awards
DigitalSpace Corporation has not received previous NASA STTR
or SBIR awards.
End.
DigitalSpace Corporation (c)copyright
1999.
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